Langerd Posted January 5, 2015 Share Posted January 5, 2015 How.... HOW deal with this?!?!? I have problems for years ( I feel stupid that i didnt asked before)How to make it 100% working fine... I am thinking about making a model but i rly want to make it with patch T_T Pls Help... I am sooo pissed off (2H spent and cant make this piece of crap to work)http://wrzucaj.net/zuNhttp://wrzucaj.net/zuUhttp://wrzucaj.net/zuq Link to comment
Circa Posted January 5, 2015 Share Posted January 5, 2015 All I see are black images. You need to be way more specific. We don't read minds. Jeff likes this Link to comment
Langerd Posted January 5, 2015 Author Share Posted January 5, 2015 Some time when we want make a patch... this happens :http://wrzucaj.net/zurAnd it also apears in the game... this is annoying and it looks ugly . Link to comment
IrocJeff Posted January 6, 2015 Share Posted January 6, 2015 Some time when we want make a patch... this happens : http://wrzucaj.net/zur And it also apears in the game... this is annoying and it looks ugly . If you mean those 2 gaps in the patch to the right of the THIS------> I had similar problems with patches that weren't and even XY grid size like 512x512 or 128x128... especially if i started manipulating them after I capped them. Too much movement of the vertices and things got all screwy. Can you make the outer ring the same way you made the inside one? That one looks great and it looks symmetrical ? Link to comment
Pande Posted January 6, 2015 Share Posted January 6, 2015 There's nothing you can do about this short of converting it to a model and editing it in a modeling software, then exporting LoDs. Tempust85, Langerd and Ramikad like this Link to comment
Ramikad Posted January 6, 2015 Share Posted January 6, 2015 Pande said it right... Model is the way to go. If you turn it into an ASE, you can set a "Number of subdivisions" low enough to remove that error automatically. Be wary though, the quality is going to increase in terms of vertex and poly count. Link to comment
Tempust85 Posted January 6, 2015 Share Posted January 6, 2015 Which is why you should make it as an MD3 model with LODs. Link to comment
Ramikad Posted January 6, 2015 Share Posted January 6, 2015 Except that I don't see the reason why it should be a MD3 and why it should have LODs. misc_model_static and the other misc_model_xxx entities capable of supporting LODs, in my experience, don't really deal well with lighting and shadows. Link to comment
Tempust85 Posted January 6, 2015 Share Posted January 6, 2015 I don't see why they would mess up with lighting & shadows unless the LODs aren't done very well. Could be some game bug, who knows. Link to comment
Langerd Posted January 6, 2015 Author Share Posted January 6, 2015 Thanks for answersDamn this is soooo anoying. I can make a MD3 in blender but i prefer using the normal patches... Link to comment
Ramikad Posted January 6, 2015 Share Posted January 6, 2015 I don't see why they would mess up with lighting & shadows unless the LODs aren't done very well. Could be some game bug, who knows. Not sure about you, but in my tests those type of models come out with very strange lighting on them. Sometimes they display correctly, sometimes they're completely dark, sometimes they're completely lit, often at the same time... and most importantly they don't draw any "concrete" shadow on the map, which is inevitably going to look weird if the area is not properly lit or without the "hi-res shadow trick".Unless, of course, the lighting problems are caused by too many polygons. Link to comment
Tempust85 Posted January 6, 2015 Share Posted January 6, 2015 Are you talking about misc_model, or misc_model_static? misc_model I know has issues with specular shaders making the models black. Link to comment
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